-All characters burn the same amount of ki in one full swoop.
-All characters swoop the same distance in one full swoop.
Example:-All characters have different speeds(The time it takes to make the distance of one full swoop, determines a characters ki burn rate when swooping).
Why wouldn't you want the first form to be the default form people fight in? That would mean that you would have to take the time to get people transformed for 1 v 1's, thats not practical.In my opinion they need to slow down the speeds abit.. and have "ssj" as the main form of fighting while anything above that would be extra at a cost, while anything below would be a stepping stone/learning curve
Sounds good.I changed the camera a bit. Got rid of default_fov, you can still set the fov with the fov command if sv_cheats is on. cam_xoffset now actually strafes the camera to the left/right of the player, rather than directly setting an x offset. This removed the need for a cam_yoffset. cam_xoffset, cam_zoffset and cam_idealdist are limited to some reasonable values.
In the current build of 1.3, teleport doesn't work so well on the ground. When I press the teleport button, I never want to teleport into the ground, yet this will always happen if your not aiming directly parallel to the ground or above that parallel line while moving forward. Players shouldn't have to compensate for the fact that the game will teleport them into the ground when it should teleport them in whatever direction their moving.As for the teleport, in the current openbeta it moves you in the direction the crosshair is pointing if you don't press any other buttons. Which amounts to staying in place if you're on the ground and slightly look down. I changed this default direction to up for now, we can see what we like best. Note that you can also teleport up using jump+teleport.
I actually think this one should be a postive. The problem with the current PL system is that there isn't a limit to how awesome someone can become. If a guy is good, the game becomes easier and easier the longer one plays. There's never a point where the game says to them "Alright, enough is enough." Your do make a good point, though.Powerlevel/transforms
I think the current (openbeta) transform system with pl bonusses rather than multipliers works pretty well. Your idea basicly amounts to taking out powerlevel altogether and let damage solely depend on the tier a player is in. I don't like that for a couple of reasons and subreasons:
- Once you're in the final tier, there are no more rewards other than score
Fair enough, no arguments from me there.- Less flexibility and less difference between characters
-- It becomes harder to design a strong but slow character vs a weaker but fast character
-- Either the number of tiers has to be the same for every character or you'd have something weird like characters with less transforms transforming from tier 1 to tier 4
- It doesn't fit well with the pl bonus system for 'cool actions' (for now, just winning a ps or bs)
- Basing transform possibilities on kills promotes kill stealing and picking on weaker players and gives no reward to taking out stronger players like the current pl system does.
-- Basing it on damage, as zeo proposes, still promotes killing weaker players (=those in lower tiers), simply because it's easier to deal more damage to them
Yeah. I don't think anyone is going to be able to sit down and write out what the ki efficiency values need to be. That needs to be tested and iterated on by playingThe ki efficiency values are something that can be played with though. Although I don't like the general idea of a transform sacrificing ki-efficiency for speed and strength.
That's actually an awesome idea.Tutorial
It was planned to not only have popups giving tips, but also relate some of the tips to what you're doing ingame. So, for example, it could give powerstruggle hints if you're in a ps or tell you to press jump if someone hits you in a wall, etc etc.